C C P

C C P Alliance

Following the blog just published by CCP Unifex, CCP Seagull, Senior Producer for EVE Online has more information about the future of EVE. Check out her blog right here and give us your thoughts in this thread.

Calamitous-Intent

Feign Disorder

I'm not generally a fan of buzzwords, but at least it looks like you're using your own for this one

Regarding the idea of helping players decide what to do next, It's worth considering whether the current game design for PVE content is a good one; a lot of it is hidden away, and discovering (or re-discovering) that content creates a barrier between different groups of players. I don't believe this is a good design, and it might be worth reconsidering the design of EVE's exploration content to make, at least some of it, more obvious in space.

GoonWaffe

Goonswarm Federation

I'm not generally a fan of buzzwords, but at least it looks like you're using your own for this one

Regarding the idea of helping players decide what to do next, It's worth considering whether the current game design for PVE content is a good one; a lot of it is hidden away, and discovering (or re-discovering) that content creates a barrier between different groups of players. I don't believe this is a good design, and it might be worth reconsidering the design of EVE's exploration content to make, at least some of it, more obvious in space.

that is a terrible idea

things being discoverable is neat

Head of the Goonswarm Economic Warfare Cabal Pubbie Management and Exploitation Division.

koahisquad

I'm not generally a fan of buzzwords, but at least it looks like you're using your own for this one

Regarding the idea of helping players decide what to do next, It's worth considering whether the current game design for PVE content is a good one; a lot of it is hidden away, and discovering (or re-discovering) that content creates a barrier between different groups of players. I don't believe this is a good design, and it might be worth reconsidering the design of EVE's exploration content to make, at least some of it, more obvious in space.

that is a terrible idea

things being discoverable is neat

It's a pain in the ass if you don't know how, though, and the ingame probe tutorial is pretty awful.

Yes, things being discoverable is neat, but what should be the threshold for having to find content? Should you have to launch a probe every time you enter a system to find if there's any content at all? Maybe it would be better if the solar system map showed you a rough indicator of what PvE content is available before you launch any probes.

I'm not against leaving really neat stuff buried far away, so long as it doesn't create an unnecessarily large barrier between players. As things are currently designed, ESPECIALLY when it comes to basic ship blasting PVE, I think this barrier is too large.

Nobody in Local

Of Sound Mind

As a long-time EVE player (2003 on my other account), an avid LARPer (a weekend Victorian era immersion LARP + a weekly Vampire the Masquerade game), and also a tech guy (been involved with the API longer than anybody, seriously) -- hail, and well met!

I look forward to seeing where you take this great world we have built, and am happy to see someone with your background and skill at the helm of the Senior Producer role. You have big shoes to fill, but I don't expect you will have any trouble with that. :)

Perkone

Caldari State

What apocrypha did well which every other expansion pretty much failed to do was give everyone something, and increase the attachment to the universe via a decent build up and back story. The 18 month and no development feels like 24 months and no real buzz just tweaks that should've been done a long time ago.

This created a cycle of less people interested, a trimming of ccp, which stifled the creativity of the system, back story and attachment people have.

Want to get back to the heady days of apochrypha then you need to find that balance that gives the pve'rs something to do which contributes to new weapons / ships / drivers for the pvp'ers, whilst pushing the story of the universe on rather than always giving cryptic half information that gets forgotten after 2 months and never really touched upon again.

C C P

C C P Alliance

How is this different from the "Jesus Features" that CCP vowed to never do again? Just smaller stuff under one common theme? What if a theme needs a really big change to make worthwhile?

Nice to see you supporting the Enablers, although I prefer the term Makers and Breakers.

We can still do big things and long term things that take more than one release, because we can have a single theme run across multiple releases - and ship the "big" thing in the second or third release on a theme - or just silently work on shipping preparation features for a bigger change, like how the refactoring of Crimewatch was done, before we made any real changes to the related features.

I think a "Jesus feature" means some single huge feature that is believed to be THE solution to either growing or fixing the game - and that's what we want to never do again. But we can still do big changes to the game - just with a clear idea of what we're trying to achieve with them, and a realistic set of expectations for what they will bring to the game.